The math behind why M1 killers suck.
Breaking a pallet takes 2.6 seconds.
In the 2.6 seconds it takes to break the pallet, they opened a gap of 10.4 meters. Because you close that gap by 0.6 meters every second, this means that (after accounting for the break time) every single pallet break buys you 20 seconds.
Through similar methods, we can deduce that (after some rounding):
- A Stun+break buys you 35 seconds.
- Your post-hit haste buys you 7 seconds.
- SB buys 10 seconds.
- Adrenaline buys you 16 seconds.
- Forcing the killer to vault through a window after you buys you 13 seconds.
But wait! there's more!
Now that we know the time, we also necessarily know the distance since we know their speed.
- A break lets you cover 80 meters before the killer catches up.
- A break+stun lets you cover 140 meters.
- SB lets you cover 40 meters.
- Adrenaline lets you cover 74 meters.
- A vault lets you cover 52 meters, which goes a long way to explaining how BHVR has a history of ######### up and making infinites.
But wait! There's more!
While you're chasing one guy, the other three are on gens. There are 400 seconds of gen work to do. Spread that among three survivors, and you have 133 seconds apiece. Tack on 30 seconds of travel time and that's 163 seconds.
To translate, that time is equal to
- Your Sprint Burst (10 seconds)
- The post-hit haste from your first injury (7 seconds) not even accounting for the attack CD.
- 3 forced vaults on a dumb structure like Ironworks or Abbatoir (39 seconds)
- 5 pallet breaks (not even stuns)
And this isn't even with toolboxes.
Comments
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Welcome to DbD and the people who run it who think it's fine.
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Don't forget BT, flashlights, DH, HO, crouching at hook while their friends are on it, and no diminishing returns on how long the killer is stunned or blinded.
Supposed to be a survival horror game. But it should be "Y U BULLY ME!?" genre
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It's exactly why a killer like Clown has a hard cap on their ceiling and can't perform unless survivors play poorly to some extent. Killers that have to hit survivors twice in order to down them and also have to play around pallets are at such a massive disadvantage from the get-go.
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So what you’re saying is I need to take some Adderall and master the Nurse to really stand a chance against good survivors?
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Yeah a few people have added up the math before and it's pretty glaring the results. There is a massive difference in the time each side has for their objective.
The funny thing is that it's actually even way worse when you start counting in more things like DS, BT and Unbreakable.
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Removal of all survivors perks and all pallets/windows when? I want to 4k while eating a sandwich REEE!
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You are comparing a perkless M1 killer to fully decked out survivors?
All M1 killers should be running chase perks, unless you are a god at mindgames or have a really good map offering.
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Killer perks fall into three categories.
- Decent utility effects. Brutal, Nurse's, and Whispers fall in this category.
- Incredibly strong, but unreliable effects. Haunted Ground, Blood Warden, and Spirit Fury+Enduring fall in this category.
- Dogshit. This is, like, half of killer perks.
The perks that are theoretically super strong do jack ######### most of the times you run them because they either don't come into play or the survivors catch onto your plans.
The perks that are strong in practice are comparable in strength to Iron Will, with jack ######### that compares to perks that bring reliably insane power boosts like SB and certainly not enough strength to make up for the sheer numbers survivors have going for them.
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This post is intellectually dishonest. Context matters.
A successful attack has a cooldown 2.8 seconds.
Each survivor will be knocked down to the dying state in 2 hits.
It takes 2.8 x 2 = 5.6 seconds to knock a healthy survivor into dying state.
There are 4 survivors.
It takes 22.4 seconds to knock all survivors into the dying state.
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If you want a more general rule for chases, every second the killer doesn't move it add 6.7 seconds of chase time.
In any case this is all in theory and with the premise survivors run in a straight line, which is rarely the case.
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@ColgateAdvancedWhite If they're standing around waiting to be hit? Yeah. Which isn't the point of this? How is this 'context?' You're leaving out the actual chase time from point A to point B.
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Honestly if all M1 killers have either very strong mobility or stall potential, or even MEDIOCRE of both, they wouldn't be as bad as they are.
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Ok. This is all provided that a survivor runs IN A STRAIGHT LINE. Name me ONE map where they can do all this.
You also have not accounted for the speed boost that is obtained by Bloodlust.
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Not necessarily a straight line. It assumes that the killer's fastest path is directly following survivors. That describes most outdoor maps.
I don't account for Bloodlust since it only really comes into play when you're playing the same tile for an excessive amount of time. If you break a pallet, you lose all bloodlust and (more importantly) are likely to lose chase, preventing you from building it up again until you get close.
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You've done your research.
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